Eh. I have a lot of FAT32 partitions, and ran into this problem with a backup file once.
But to everyone asking why you'd have FAT32, you obviously have never used multiple operating systems at once.
For quite a long period, NTFS was practically unreadable outside of windows, meaning the only thing you'd store on an NTFS drive if you had any common sense, would be stuff you knew with 100% certainty you would never need to access outside of windows.
And considering the utility I've found in having a way to read stuff if windows gets totally messed up, that's not a lot of things.
Still, I have NTFS partitions on most computers too, so... eh.
Virgil said:
A better question is why any developer would think using 9GB data files is a good idea. There's no way that file is anything but an archive of smaller bits of data, and there's no good reason why it shouldn't be broken up. If only for performance reasons, if nothing else.
I would agree that a 9GB file is a really bad idea, especially if you aren't using file mapping, but to be honest, a game developer that
doesn't stick files into some kind of archive is going to end up with a game with huge loading times.
The hard drive is, after all, one of the slowest components in a PC.
Although, for it to be truly effective at increasing loading times, you want to merge files together into a single archive if they routinely get loaded at the same time.
Otherwise it won't help much.
That means the upper limit of any one file should probably be approximately equal to the content that goes into a single level.
That way, you can load the whole archive into memory in one continuous disk access, rather than as lots of scattered files potentially located all over the disk.
If you've got spare CPU cycles, compressing the data would be even better.
But, 9GB of data seems far too much for that logic to hold up. Especially given the fact that even now, computers with enough RAM for something like that to be in any way useful are incredibly rare. (And essentially non-existent in practical terms if the game isn't designed for 64 bit operations.)
In fact, if a game runs in a 32 bit environment, a file exceeding 2GB in size is totally counter-productive.
Then again, I figure you probably know a lot of this anyway, what with being the IT director for the Escapist...
(Or not. It never pays to assume what any given person does or does not know about...)